11-11-2013, 05:57 PM | #1 |
Join Date: Sep 2013
Location: Arizona
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Munchkin: Cthulhu and Divine Intervention
In the Munchkin: Cthulhu directions, under "More Scary Cultist Rules", it says that if there is only ONE Cultist, then nothing can make him lose his Class except Divine Intervention. Further, it says that D.I. will cure everyone of Cultishness if it is played. Is this just a written rule only printed in the instructions? In looking at the D.I. card from the original Munchkin card game, it just says that you have to play it immediately, that all Clerics go up a level, and it can be the winning level (with mocking...LOL). I guess I am unclear how the D.I. text has anything to do with the "More Scary Cultist Rules", but if we are just supposed to follow the instructions printed in the Cthulhu instructions, that works for me.
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11-11-2013, 06:13 PM | #2 |
Join Date: Apr 2011
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Re: Munchkin: Cthulhu and Divine Intervention
Well, there are no Cultists in the original fantasy Munchkin, so it would make no sense to put the rule on the DI card.
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11-11-2013, 06:13 PM | #3 |
Join Date: Jun 2012
Location: Macon, GA
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Re: Munchkin: Cthulhu and Divine Intervention
If you mix Fantasy with Cthulhu, DI would both let all Clerics go up a Level and make all Cultists lose their Cultistness.
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11-11-2013, 06:39 PM | #4 |
Join Date: Feb 2012
Location: Sydney, Australia
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Re: Munchkin: Cthulhu and Divine Intervention
Yeah, it's a special rule that only comes into play when blending those two specific decks, so it only needs to be in the rules. It's not the only example of this either. Demons from Munchkin Fu get a bonus against Clerics if you have blended with a set that has Clerics, for example.
The prevalence of such set-specific rules is why I made my rules checklist available. I've tried to gather every set-specific rule that doesn't appear on the cards themselves. |
Tags |
cthulhu, cultist, divine, intervention, munchkin |
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